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Have you verified the community reports?
I will go use the Portal search tool, be back in a few ...
>> Turrets do not stop firing at missiles <<
https://support.keenswh.com/spaceengineers/pc/topic/turrets-do-not-stop-firing-at-missiles
And seems they fixed it again reading the Dev comment in so they may have stopped it a bit too much!?
= They like it a lot when we send them a world save with bug in ready for testing.
-> Just have to publish the save on the Workshop and paste the link in a new Portal Bug Report.
OR
Share the Workshop item link with Steps on how to reproduce here and I will send it to the SE Team for you.
Cool. Since I have a lot of other crap in that world unrelated to the issue, I'll generate a clean one with minimum number of mods and a clearer test. Thanks.
Let me know if there are any questions.
https://steamcommunity.com/profiles/76561198012711696/myworkshopfiles/?appid=244850
https://steamcommunity.com/sharedfiles/filedetails/?id=2749729438
Step to reproduce would be what?
OR
Just Gatling Guns Can't Intercept Missiles?
(no steps needed)
(sorry English is not my first so I have to ask for more details to be sure)
OG is Bad English shorthand for Original. Sorry, I neglected to take into account the fact that there might be language issues.
Since the description box for the upload is limited to 1000 characters, let me go into a little more depth.
1) I tried to turn off everything that might distract the targeting like weather, sun rotation, and so on. I left all of the weapons to shoot at 'enemy' just in case enemy missiles counted for that.
2) In my tests, I would convert one missile turret to Pirate at a time. I didn't think it was fair to have a bunch of missiles coming in all at once. The ranges were set so the defense guns should be able to see incoming missiles at close to max range. I think I also left the random rotation thing off so I'd know the guns were facing the incoming missiles.
3) The Decoys were simply to keep the missiles from blowing up the turrets. I figured that they could simulate a ship's antenna or other vital component. The heavy armor wall was to prevent the missiles from completely destroying the base in just a few hits.
4) I varied the custom turrets to see if one combination of weapons worked better than others. The one with 8 gatlings on it was an over the top attempt. I figured if 8 gatlings can't shoot down a missile then something is wrong.
My results were terrible Out of a cluster of 60 missiles (6 from the launcher before it reloaded and allowing it to reload ten times) the most I intercepted was three. The average was 1-2 and on a couple of passes I didn't hit any. If we can't shoot down enemy missile from a single launcher with TEN defense guns, then missiles become overpowered in my opinion.
I appreciate you asking me for the saved game test I used. I have a history in destructive testing and finding out what does and doesn't work.
Let me know if you need anything else.
But I still recommend you to do the Portal Bug report so the SE programmers can chat with you if needed and I will not be alone reporting.
-> We get the hotfix faster the more report they receive.
Edit
Support Portal = https://support.keenswh.com/spaceengineers/pc
(create "Bug report" or "Request help"(Private) or "Feedback"(Petition) on the Portal)
Note
All may use the Support Email to report the bugs found if they prefer :
Email = support@keenswh.com
I'll look forward to seeing if anything comes of this. Keen has been praised by modders lately for being cooperative but their track record on bugs is...not the best.
Thanks for listening.